Send volleys of hot shrapnel flying and dominate the enemy with the Drakgoon Flak Cannon! Fire it in wide bursts to target multiple enemies or take aim and attack with a powerful, concentrated shot.

Changes:

- Increased stagger threshold and made stagger only occur on big hits instead of on accumulated damage; this should prevent situations where Quick Thinking would save you only to let you get knocked down and killed again.

- Changed enemy scaling for Endless Defense missions at high levels (now wave 100 enemies should be around level 200 instead of 8000).

- Removed the Candy Cane Scythe from the store.

- Improved Faction invasion momentum by periodically increasing score for leading faction by a small amount (since numerous stalemates have emerged which interfered with the flow of the system).

- Implemented Shadow Quality option for DirectX 11; also made it apply in places it did not previously. Changing this option now takes effect immediately (ie: no game restart required).

- Made all Warframe components sellable (1000 CR each).

- Changed Lotus transmissions to reduce chatter: added delay to Mobile Defense reminders, Heavy Unit transmissions now have a 2 minute cool-down and can occur at most 3 times per mission.

- Loki’s Invisibility no longer reduces the volume of dialog and music.

The frequency of damage numbers used to be limited by using a minimum damage threshold. Since damage mods increase the rate at which damage accumulates, this would cause damage to be inflicted more often though each damage event would not necessarily be larger. This led to people thinking the mods did nothing because they didn't notice the increased rate at which numbers would appear (an easy mistake for low level damage mods). Similarly, headshots would make numbers appear more often but not necessarily create bigger numbers.

Now continuous fire weapons now limit the frequency of damage numbers by using a minimum time between impacts, regardless of how much damage has accumulated. This gives us a lot more control and should make things more obvious for players who are applying damage mods (it's easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster)”